Ahh...that returner engine would be the Future Fusion for triple Jinzo plus triple returner to summon all the Jinzos, right? Yeah, I'm aware of it; that's what inspired me to make those, actually. xD

And yeah, the backup is a bit too bulky, maybe...I think a slight Atk drop is in order here. :x

Arcana Force- XVI The Tower: Aww...but I did this one fiiiirst! *Pout* Nah, just kidding. xD Well, it's a neat card for a Life Equalizer style deck, but maybe just a bit too hard to put into play (since it's handily 100 points too high for Magician's Circle) and rather unreliable given the coin flip. All in proper Arcana Force style, mind you.

When this card is destroyed by Battle, discard a number cards from the top of your opponent's Deck equal to the Level of the Monster that destroyed this card.
Spirit of the Wildfire
Pyro/Effect
3 Star/Fire
1500 Atk / 300 Def

When this card is Special Summoned, it is tributed to select one card at random from your opponent's Hand and remove it from play. When this card is Normal Summoned, it is tributed to remove three cards from the top of your opponent's Deck from play.

Illusion of Dancing Flames
Continuous Spell

By discarding one Pyro Type Monster from your Hand, Special Summon one Pyro Type Monster from your Deck. The Monster Special Summoned by this Effect is destroyed at the next End Phase.

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Malice Vanguard: Milling effect attached to a 1900 Atk body. Lightsworn players facing this will call it a mixed blessing- it may be the little shove needed to knock those precious cards off their deck, or it may be just what they needed to get that last Lightsworn into the graveyard for Judgment Dragon. Dark Armed and Gladiator Beast won't bother to battle it, they'll just squash it with card effects, although 1900 Atk means that it can hit over Stratos and most lower-level Gladiator Beasts without much of a problem, not to mention that Dark Armed will need a card effect to blow it away, since the biggest they have is Stratos. 0 Def makes it targetable for Recurring Nightmare, so there's a nice combination present. Only problem I can see is that it could have been made better by giving it a Warrior type so as to make it searchable by RotA.

Spirit of the Wildfire: Well, one way or the other this card ain't gonna stick around long, is it? Hate to Lightsworn when normal summoned, since it won't go towards Judgment Dragon and it'll hasten the self-mill process, and hate to everything when special summoned. Obvious candidate for UFO turtle.

Illusion of Dancing Flames: But this is good too! Or I could special summon whatever that card is, the one 2000 Atk piercer... Gaia the Combustible Collective, right? Yeah, that thing. Since it blows up at the end of the turn anyway.

Miracle ReturnNormal Spell
Pay 800 life points. Select one fusion monster with "E-Hero" in its name in your graveyard and special summon it. This special summon is considered a fusion summon.

Will of the UnderdogContinuous Spell
When a normal monster you control is destroy by battle, you can draw a card.

Tenacity of the UnderdogContinuous Trap
Discard one card from your hand. Special summon as many normal monsters as possible from your graveyard. When this card is destroyed, destroy all monsters special summoned by its effect. When all monsters special summoned by this card's effect are destroyed, destroy this card. This card cannot target Gemini monsters.

Master of the UnderdogMonster/Warrior/Fire/4*/Tuner
Atk 1400/ Def 1450
This monster is treated as a normal monster. When this monster is destroyed as a result of battle, special summon one level four or lower normal monster from your deck.

King of the UnderdogMonster/Synchro/Warrior/Fire/Effect/10*
Atk 2800/ Def 2000
"1 Tuner monster + 1 or more normal monsters"
By discarding one card from your hand, special summon one normal monster from your graveyard. When this card is face up on the field, all normal monsters gain 800 Atk points, and deal piercing damage. By discarding one card from your hand, negate the effect of a card that would destroy a normal monster you control and destroy it.

Miracle Return: Super-techy Fusion Guard synergy ftw? xD Well, on a more practical level this does some pretty crazy things in your average e-hero fusion strategy. I mean, Premature Burial for Wildedge & co. as soon as we get one of them offed? (Something that's probably going to happen pretty fast) Nasty, nasty indeed. But then, e-hero fusion is already plagued by a deckspace problem so I guess it's all good. :x

Will of the Underdog: Self-replacing vanilla? Hurr...not bad, and definite improvement from Heart of the Underdog since you don't have to create a crazily monster-dominant lineup to abuse this. Combine with Dark Factory of Mass Production and we've got ourselves quite the CA generation engine. But then something tells me that the opponent is not about to let this stick around for long (unless they've got plenty of removal effects up their sleeve), so fair enough, I suppose.

Tenacity of the Underdog: Hysteric Party for vanillas. With a suitable dump engine I could really see this ending games in a hurry. Best bet is probably springing this on your opponent's end phase then pulling a Cold Wave on your own to block out defensive cards. Just to be mean, maybe change the summon destruction to "When this card is removed from the Field", though. Otherwise Trunade provides a way to rid the monsters of their trap dependence.

Master of the Underdog: So let's count our blessings. It's high level and fairly high stats for tuner, it's warrior (and treated as normal) so we have dead easy recursion and search, it's also in turtle range so we have another search method there, AND we can replace it with a bulky vanilla if it's destroyed.

Woah, just woah. Looks like vanilla will be able to run Stardust Dragon for monster/backfield protection now. :3

King of the Underdog: Well...it's big and it makes Malicious Edge cry over its redundance in comparison to our buffed vanillas, but 10 stars makes the synchro summon a bit bothersome. (Well, unless we're running a few one-tribute vanillas or something) Tempting, especially with the above tuner, but not quite as easy to use as it would seem.

Anyways, having seen that synchro I just randomly decided to revamp an old one:

Fallen Wata
Fairy/Tuner/Effect
1 Star/Dark
300 Atk / 200 Def

When a card(s) is added to your Hand from your Deck as the result of a card effect, send one of those card(s) to the Graveyard to Special Summon this card from your Graveyard. When this effect is activated, you may not add any more cards from your Deck to your Hand until the end of the turn.

This card can not be destroyed in Battle with a Monster whose Level is lower than or equal to the number of cards in your Hand. When this Defense Position card Battles, you may reveal any number of cards from your Hand in order to increase the Def of this card by 300 x the number of cards revealed for Damage Calculation only. The cards revealed by this effect remain revealed until the next End Phase.

Muka Muka King
Rock/Effect
8 Star/Earth
1800 Atk / 900 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when the number of cards in your Hand is 8 or more. Increase the Atk and Def of this card by 500 points for every card in your Hand. If the number of cards in your Hand is greater than the number of cards in your opponent's Hand, you may discard cards from your Hand until the number of cards in both players' Hands is the same. For each card discarded by this effect, send a card from the Field to the Graveyard.
Hand Interposition
Counter Trap

This card can only be activated when there are at least twice as many cards in your Hand as there are in your opponent's. Negate the activation or summoning of a card controlled by your opponent and destroy it.

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Will of the Underdog- sadly it's not too likely to see monsters destroyed by battle unless you are up against gladiator beasts, but then gladiator beasts got plenty of removal effects as well as battling... normal monsters tend to have great stats to be taken down in battle that easily.

Tenacity of the Underdog- and it's not too hard to dump enough monsters that stack to 8000 atk. There's a few monsters that are always treated as normal monster as well too although they have effects, so this is a great way to bring those out too. Heh, you and your mobbing cards XD;

Master of the Underdog- searcher that's treated as normal monster o_O; oookay... and too bad I don't remember the spoilers for tuners so I'll pass on commenting the other monster and how this is a tuner too.

Big Hand Gardna- interesting effect... I like it :P Though not desperate enough to use it. Still better than some of the real cards we see.

Muka Muka King- is there anyway to play this without splashing it into existing draw engines...? Unreliable card in perfect circle since no other deck type can seriously get a 8 card hand.

Hand Interposition- fair card as the activation requirement is pretty high... Though we'll be in for some pain as gadgets can use this AND solemn judgment for massive deadlock.

Well, Ojamagic could do the trick with the king. If you make a dual dump that's already six cards right there. x3 (And we don't mind dumping our ojamas too much now, do we?) But you know...somehow I have the feeling that it would end up as more of a Trade-In + Phantom of Chaos abuse card, if even that. It's meant to be novelty anyway. XD

Cards of Promise
Normal Spell

Draw two cards. The cards drawn by this effect can not be Set, Summoned, or activated until your second End Phase after this card's activation and remain revealed to your opponent during this time.
Black Thunder Dragon
Thunder/Effect
5 Star/Dark
1600 Atk/1500 Def

By discarding this card from your Hand, select up to two "Black Thunder Dragon"s from your Deck and discard them.

Yeah, Dark Armed's new best buddy. I know. *Shot*

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Whenever a Dark monster is special summoned from the graveyard, you may add this card from the deck to your hand.

Dark monsters shouldn't have identical effects >3>

Evil Land
Normal Trap

Activate when your opponents play a Field card. Choose and activate one of the following effects:
-Destroy all cards on your opponent's side of the field
-Your opponent discards all cards in his or her hand.

Sharing the Wealth
Normal Trap

Activate when your opponent draws a card outside of the draw phase. Your opponent discards cards from their hand equal to the number of cards your opponent drew. Then, draw cards from your deck equal to the number of cards your opponents drew.

Dark Ultimate TyrannoMonster/Dinosaur/Dark/Effect/10*
Atk 3300/ Def 3000
This monster can be special summoned from your hand by tributing two differently named dark-attribute monsters you control. If this monster destroys a monster your opponent controls, it can and must attack once again in a row.

And now for an odd, new card set...

Alchemy GaugeContinuous Spell
By sending this face-up spell card to the graveyard, special summon from your deck monsters whose combined Atk is equal to or less than the amount of life point damage you have taken between the activation of this card and the activation of this effect.

Mad AlchemistMonster/Spellcaster/Dark/Effect/4*
Atk 1400/ Def 1500
The controller of this card takes 400 LP of damage during each of their end phases. When this monster battles with an opponent's monster, you can look at the top card of your deck. If it's a monster, remove it from play, and this monster's original Atk is doubled until the end of the battle phase. All battle damage from a battle involving this monster is doubled.

Mad SurgeonMonster/Spellcaster/Dark/Effect/4*
Atk 1800/ Def 1000
The controller of this monster takes 800 LP of damage during each of their end phases. All battle damage from a battle involving this monster is doubled. When this monster destroys an opponent's monster, you can send one card in your hand to the graveyard in order to draw one card.

Double-edged ScalpelNormal Spell
Take one thousand points of damage. Select one "Mad" monster from your deck and add it to your hand.

The remaining monsters will come later, but this is just a taste test.

But it's not identical. This is discard and regular is add to hand. [/lame excuse] Yeah, yeah, I see what you mean. Though mind you, that one is a whopping +3 CA for a pretty simple maneuever. Special summoning Snipe Hunter just became a lot more lucrative. =O

Evil Land: Whoa, talk about field spell hate. o.o Too bad none of the current competitive decks run those save for the odd Dragoon D-End strategy. But still...scary stuff.

Sharing the Wealth: so...basically we swipe the opponent's draw effect for our own advantage? Nice, I can see Allure of Darkness players whimpering over this one, but isn't...this card's interaction with Morphing Jar kind of hefty? (Instant discard of your opponent's hand while gaining a whopping +10 yourself. That's...pretty out there. o.o)

Dark Ultimate Tyranno: So basically it's Ultimate Tyranno except better since it has a small special summon trick, a slightly less fatal drawback (since you aren't forced to make that first attack like regular ultimate) and it's dark attribute and therefore potential virus fodder? Erm...yeah, I think we have all the 'superior substitute' bases covered.

Alchemy Gauge: Kind of a masochistic set we're dealing with here, isn't it? Should be...interesting, though you probably won't be getting more than one rush done with this per game.

Mad Alchemist: Umm...can we say crazy damage? If you hit a monster with this, you've got Fusilier on a rampage. Oh, and because of its effect we get something even better, because the effect doubles that 2800-point pain. I shudder to think of the things you could do with this and a swapped Goat Token. o.o

Mad Surgeon: and with just one direct swing from this we're already dealing out 3600 points of hurt, making the - admittedly handy - deck cycling ability almost moot by comparison. The damage potential of these guys is downright ridiculous, especially when you consider what a simple equip spell can do in this equation. Megamorph, anyone? That's 7200 points of damage from a single direct attack, and seeing as how we're taking extra damage just for controlling these guys, establishing the 'less LP than your opponent' situation really shouldn't be a problem.

Double-edged Scalpel: setup for the aforementioned Megamorph shenanigans or possible Alchemy Gauge pump. Otherwise, we'd probably go with Magician's Circle since basically no-one plays spellcasters and these are within the 2000-point range.

Well, I've got to hand it to you, Thesis; you come up with the craziest sets. Still, I'm going to have to call overpowered on this one. A simple Lightning Vortex and some basic swarming tactics is all it takes to put 8000+ points of damage on the table and wipe your opponent out in one fell swoop. It's an interesting concept, but doubling damage is just...a bit too crazy when you account for the fact that we'd always be pining for direct attack with these whereas your opponent would still have to beat through their (fairly formidable) Atks to turn that effect against you. The self-induced burn is almost small enough to be moot too, since we're hitting hard and fast with these anyway.

Unless, of course, we create a card to make these guys cringe. xD

Cruel Vice
Continuous Trap

This card can only be activated when your opponent declares a direct attack. Negate the attack then equip the attacking Monster with this card. A Monster equipped with this card is forced into Attack Position, has its Atk reduced to zero, and can not be destroyed or offered as tribute. During each of your Standby Phases, pay 500 Life Points, otherwise this card is destroyed.

Sweeping Gale
Normal Spell

Check all cards on the Field and in both players' Hands, then destroy the Monster with the lowest Atk. If multiple Monsters have the same Atk, destroy all of them.

The Prisoners' Dilemma
Normal Spell

Both players select a Spell or Trap card from their Deck and reveal it to their opponent. If both players selected a Trap card, both cards are removed from play. If one player selected a Spell card and the other selected a Trap card, both cards are added to the Hand of the player who selected the Trap card. (When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner) If both players selected a Spell card, both players add the card they selected to their Hands.

...and a revamp (last time I revamp these; promise. xD)

Coronation of the Princesses
Normal Spell

Discard one card from your Hand to tribute one Level 4 or lower "Curran" or "Pikeru" Monster on your Field, then apply an effect depending on the name of the tributed Monster:

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Curran". The effects of your Trap cards can not be negated. Once per turn, you may inflict 900 damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack.

Queen Pikeru
Spellcaster/Effect
8 Star/Light
3000 Atk / 0 Def

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Pikeru". The effects of your Spell cards can not be negated. Once per turn, you may gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack.

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HornedDark Kuriboh
DARK/1 Star
Fiend/Effect
300 ATK/200 DEF
During either player's turn, if this card is in your Graveyard, you may remove it from play in order to inflict damage to your opponent equal to the total amount of damage you have taken during this turn.

Dark Kuriboh: So...basically we're dealing with Volcanic Counter on a serious dose of growth hormones here? Just dump this in your graveyard and you'll put your opponent in a situation where they'll not really want to attack at all unless they can wipe you out on the same turn or get this crowed/kycooed. And it's crush card fodder too. o.o

When a Monster equipped with this card Attacks or is Attacked by a Monster your opponent controls, you may send this card to the Graveyard to destroy that monster without applying Damage Calculation. When the Monster equipped with this card attacks your opponent directly, you may send this card to the Graveyard to increase the Battle Damage from that attack by 2000.

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned successfully, select one Equip Spell card from your Deck and equip it to this card.

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Because I had to get that one out of my head quick before I forgot it. And making it for Thesis? Because of him, maybe, but not specifically for him.

Also, my mind was a bit too mushy at the time to review, UNLIKE NOW:

Quote:

Originally Posted by Alter Ego

Cruel Vice
Continuous Trap

This card can only be activated when your opponent declares a direct attack. Negate the attack then equip the attacking Monster with this card. A Monster equipped with this card is forced into Attack Position, has its Atk reduced to zero, and can not be destroyed or offered as tribute. During each of your Standby Phases, pay 500 Life Points, otherwise this card is destroyed.

So you've basically made a permanent outlet to your opponent's LP. Deadly...very deadly. Cyber Dragon for a cheap 2100 damage+ or Cyber Twin for endgame. At least it still doesn't count as a Direct Attack for cards like Spirit Reaper. Spirit Barrier also gets a laugh out of this.

Sweeping Gale
Normal Spell

Check all cards on the Field and in both players' Hands, then destroy the Monster with the lowest Atk. If multiple Monsters have the same Atk, destroy all of them.

This is useful just for the first effect, specifically for OTK or combo decks. I see some hatred for DD Crow, too; the opponent will have to either let it get destroyed (since that'll probably be the lowest ATK here) or use it on a card that may or may not be important for your turn. Definite potential for mindgames.

...Oh, and did I mention this crushes Exodia & Ojamas?

The Prisoners' Dilemma
Normal Spell

Both players select a Spell or Trap card from their Deck and reveal it to their opponent. If both players selected a Trap card, both cards are removed from play. If one player selected a Spell card and the other selected a Trap card, both cards are added to the Hand of the player who selected the Trap card. (When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner) If both players selected a Spell card, both players add the card they selected to their Hands.

...Wow, you just love your mindgames, don'tcha? I can certainly see you messing with your opponent with this card, and all sorts of evil shenanigans coming out of it...but you might be able to predict what's going to come, so you can plan accordingly. It can also backfire if you guess incorrectly, so I guess it all comes down to how well you play your cardmindgames.

...and a revamp (last time I revamp these; promise. xD)

Coronation of the Princesses
Normal Spell

Discard one card from your Hand to tribute one Level 4 or lower "Curran" or "Pikeru" Monster on your Field, then apply an effect depending on the name of the tributed Monster:

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Curran". The effects of your Trap cards can not be negated. Once per turn, you may inflict 900 damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack.

Queen Pikeru
Spellcaster/Effect
8 Star/Light
3000 Atk / 0 Def

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Pikeru". The effects of your Spell cards can not be negated. Once per turn, you may gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack.

...Not saying anything on the royalty cards, since you've changed some of them around so much that I can not keep track of them anymore.

Quote:

Originally Posted by Alter Ego

Critical Strike
Equip Spell

When a Monster equipped with this card Attacks or is Attacked by a Monster your opponent controls, you may send this card to the Graveyard to destroy that monster without applying Damage Calculation. When the Monster equipped with this card attacks your opponent directly, you may send this card to the Graveyard to increase the Battle Damage from that attack by 2000.

Specified Sakuretsu Armor on legs combined with Lily without the LP payment. Suddenly direct attackers like Servant of Catabolism are more useful. I would say broken if the battle-weak wasn't still there.

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned successfully, select one Equip Spell card from your Deck and equip it to this card.

So, a one-shot attacker since the equip card is almost immediately tossed? I suppose these were meant for each other... The main complaint I have is the name, since that goes far quicker with Ritual than anything else. This would also be more useful with Magician of Faith still around, but...eh, not too bad for a one-turn rush. Would work best with some way to get that damage through directly...

Supernatural Strike- wow a card made for traditional format? Oh wait we got Raigeki anyway. Either way, somehow I think Manju of Ten Thousand Armaments will eventually find its way in magical explosion ;o even if I know nothing about that decktype.

Poor AE... Just to celebrate for you then ;D

Free of Conscription
Quick-Play Spell

Return all Warrior type monsters on your side of the field to your hand. For each card returned to your hand this way, draw a card.

Princess Rune- Protection
Continuous Spell

When your Life Point increases and "Princess Pikeru" is on your side of the field during your standby phase, monsters on your side of the field cannot be destroyed as a result of battle until your next standby phase. In addition, your opponent must attack "Princess Pikeru" with all face-up monsters.

Princess Rune- Discipline
Continuous Trap

When your opponent's Life Point decreases and "Princess Curran" is on your side of the field during your standby phase, change all of your opponent's monsters to defense position and their battle position cannot be changed until your next standby phase. In addition, "Princess Curran" deals piercing damage.

So you've basically made a permanent outlet to your opponent's LP. Deadly...very deadly. Cyber Dragon for a cheap 2100 damage+ or Cyber Twin for endgame. At least it still doesn't count as a Direct Attack for cards like Spirit Reaper. Spirit Barrier also gets a laugh out of this.

That's the short of it, though Spirit Barrier really only gets a chuckle since you can just ditch the vice by neglecting to pay its maintenance cost. :3

Quote:

Originally Posted by Ichaste Pekoni

This is useful just for the first effect, specifically for OTK or combo decks. I see some hatred for DD Crow, too; the opponent will have to either let it get destroyed (since that'll probably be the lowest ATK here) or use it on a card that may or may not be important for your turn. Definite potential for mindgames.

...Oh, and did I mention this crushes Exodia & Ojamas?

...well, they could be holding Cyber Valley too. =O But yeah, very true about the combo-friendliness, actually, since this basically does D.D. Designator's job, doesn't it? xD Though, mind you, you're also giving your opponent a good view of your options in the process, so if they have Mind Crush waiting in the wings things could get kind of ugly for you. :x

Quote:

Originally Posted by Ichaste Pekoni

...Wow, you just love your mindgames, don'tcha? I can certainly see you messing with your opponent with this card, and all sorts of evil shenanigans coming out of it...but you might be able to predict what's going to come, so you can plan accordingly. It can also backfire if you guess incorrectly, so I guess it all comes down to how well you play your cardmindgames.

Oh yeah, guilty as charged on the mind games. Nothing like getting into your opponent's head to seal that victory. XD Basically, I wanted to make this card as similar to the situation of the original prisoner's dilemma as possible, with the trap card representing defection and spell representing co-operation. Looking at it sensibly, most decks would reap the highest benefit from getting to search out a spell of your choice, but since you know that all your opponent has to do to screw you over is select trap, logic dictates that the route of highest reward and lowest risk is to be the backstabber (i.e. select a trap card yourself), even though both reaching this conclusion results in the worst-case scenario (both cards removed). I.e. both people working to secure the best outcome for themselves only leads to both suffering the worst outcome instead. So yeah, best way to use it is to make sure that your opponent either can't or won't select a trap. :3

Supernatural Strike: Yeah, Yata love all the way. Beyond that, though, I don't see that many spirits who would care for this since they're either horribly low Atk, too high level to use this, or not really interested in attacking directly in the first place. The aforementioned Manju is, of course, not included in these. XD

Free of Conscription: the big 'in your face' to inconvenient Mirror Force/Torrential Tribute activations. There are also some fun options available in connection with monster swiping effects of all kinds if you're in a warrior mirror match (hiii Bushi control! xD). Besides, it's a 'conscription over' card so it's pure awesome by virtue of that already.

Princess Rune- Protection: So essentially it's Marshmallon bodies for all as long as this and Pikeru stick around. Not too bad, though of course the crazy amount of effect destruction around isn't helping matters.

Princess Rune- Discipline: This, on the other hand, is just plain nasty. Basically, any given Battle Phase ender plus the requirements for this and you can keep your opponent's monsters locked in defense while you trample them with impunity.

Legendary Forge
Continuous Spell

Once per turn, by removing one Equip Spell card in your Graveyard from play, add one Equip Spell card from your Deck to your Hand.
Spirit Gate
Continuous Spell

Once per turn, when you Normal Summon a Spirit Monster, you may Normal Summon one additional Spirit Monster that turn. When you Special Summon a Monster, destroy this card.

Feral Nymph
Plant/Spirit
7 Star/Dark
2350 Atk / 0 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select one Monster on your opponent's Field (regardless of position) and control it until the end of the turn.

Satyr Trickster
Beast Warrior/Spirit
4 Star/Earth
1600 Atk / 800 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, draw two cards, then return one card from your Hand to the bottom of your Deck.

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This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select one Monster on your opponent's Field (regardless of position) and control it until the end of the turn.

Spirit monsters ARE missing the obligatory monster-controller...but this one might be a bit too weak. For two tributes on a Spirit, the monster should have a killer effect and great stats, but I don't think this one has either. Its ATK is below the benchmark 2400 for Jinzo & Monarchs, and while taking an opponent's monster is useful, it doesn't seem to be useful enough to justify use (unless the monster just happens to be called Dark Magician of Chaos or maybe Dark Armed Dragon, but those are situational). Yes, you can try it in tandem with Spirit Gate to toss out one of those more powerful two-tribute Spirits, but a lot of the time it would be at least just as useful just to go for the other in the first place and toss out another Spirit with the Gate.

Satyr Trickster
Beast Warrior/Spirit
4 Star/Earth
1600 Atk / 800 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, draw two cards, then return one card from your Hand to the bottom of your Deck.

Case-in-point.

...I think I preferred the original version, since Spirit monsters generally have powerful effects, anyway. Still, definitely useful for deck thinning while at the same time getting rid of any dead cards. I can definitely see Manjoume using it in that new deck of his, since he apparently likes sending back the Exodia parts so much.

Mambo Tribe Summoning
Rare
Equip Spell
When equipped to any Space Mambo the user is allowed to special summon a Space Mambo Tribal Leader from his/her hand

Space Mambo Tribal Leader
Rare
Fish
Water/6 star
2300 Atk 2000 def

Survial Kit
Rare
Spell
When this card is activated the user can destroy any fish, or plant type monster on the field.

Reverse Attack
Ulta Rare
Counter Trap
When this card is activated any life points damage done to you is negated. The damage is then reversed onto your opponent. No direct life points attacks can be made agenst you for 3 turns.

Flaming Shield
Ulta Rare
Pyro/effect/union
Fire/5 star
0 atk 4000 def
Effect
Ths monster can not be destroyed by any wind element monster. Any water element monster attacking this monster will have its attack doubled. This monster can be equipped a flaming warrior on your side of the field to increse its defence by 1000.

Flaming Warrior
Uncommon
Pyro
Fire/3 star
1000 atk 1000 def

Mark II Night Vision Scope
Uncommon
Equip spell

When equipped to Tactical Espensoage Expert the monsters atk and def are incresed by 500. Card can be destroyed to negate an attack by any dark type monster once equipped.

Napalm Rockets
Rare
Equip Spell

When equipped to any Guardian of the Throne room the monsters atk is boosted by 500.

Oh, and Icha, don't think I've forgotten about you.... no, the punishment for your demands of my posting will come when you least expect it. And it will involve pain. Lots and lots of pain.

Anyway, since I got back, how about I revise some fake cards of mine?

Mad AlchemistMonster/Spellcaster/Dark/4*/Effect
Atk 1400/ Def 1200
Battle damage you take from a battle involving this monster is doubled. When this monster battles an opponent's monster with higher Atk, look at the top card of your deck. If it's a monster, remove it from play, and double this monster's Atk until the end of the battle phase. The controller of this card takes 400 points of damage during each of their standby phases.

Mad SurgeonMonster/Dark/Spellcaster/Effect/4*
Atk 1800/ Def 1300
Battle damage you take from a battle involving this monster is doubled. When this monster destroys an opponent's monster as a result of battle, you may discard one card from your hand in order to draw one card. The controller of this card takes 800 points of damage during each of their standby phases.

Mad EngineerMonster/Dark/Spellcaster/Effect/4*
Atk 1600/ Def 1400
Battle damage you take from a battle involving this monster is doubled. The controller of this card takes 600 points of direct damage during each of their standby phases. When this monster destroys an opponent's monster as a result of battle, you may destroy one set card your opponent controls.

Mad ScientistMonster/Dark/Spellcaster/Tuner/3*
Atk 1500/ Def 1300
This monster cannot be special summoned, except by the effect of "Alchemy Gauge". Battle damage you take from a battle involving this monster is doubled. The controller of this monster takes 500 points of direct damage during each of their standby phases. When this monster destroys an opponent's monster as a result of battle, gain life points equal to its Atk.

Mad GeniusMonster/Dark/Spellcaster/Synchro/7*
Atk 2800/ Def 2300
"Mad Scientist+ 1 or more non-tuner monsters"
Battle damage dealt in a battle with this monster is doubled. During each of your standby phases, gain one thousand life points for each "Mad" monster you control (except "Mad Genius"). When this monster is destroyed by a card effect your opponent controls, special summon one "Mad Scientist" from your graveyard in face-up defense position.

Stabilizing PressureNormal Trap
Activate only when you would take damage from a battle involving a "Mad" monster. Gain life points equal to the damage you would take.

Lab of the Insane MasterField Spell
The Atk of all "Mad" monsters is increased by the amount of damage their controller takes during their standby phase according to their effects. During each of your standby phases, gain life points equal to the amount you would lose by the effect(s) of Mad monster(s) you control. When this card would be destroyed, you can destroy one other spell or trap card you control instead.

Insanity BusterNormal Spell
Tribute one "Mad" monster you control. Destroy all monsters on the field whose Atk is lower than or equal to the Atk of the selected "Mad" monster, and deal damage to your opponent's life points equal to the combined level stars of the monsters destroyed by this effect x300.

Grave SpecimenContinuous Spell
Select one face-up "Mad" monster you control. Select one monster from your opponent's graveyard with a level equal to or lower than the selected "Mad" monster and place it in your spell and trap card zone. It is treated as a continuous spell card. When that card is destroyed, special summmon one Reanimated Monster Token (Dark/Zombie/4*/Token/Effect Atk ????/Def ???? This monster's Atk and Def are equal to the Atk and Def of the monster destroyed in order to summon it. This monster cannot be tributed for a tribute summon).

Mambo Tribe Summoning: Well, ignoring the fact that your wordings are all wrong on all of the cards, this is way too weak and situational to ever be useful. Not only does it require a specific monster to equip to (a hallmark of failed equips), but that monster is also a subpar vanilla, and for all our troubles of assembling the two we get...another subpar vanilla, provided that we already have that veritable dead card lounging around our hand. x.O

Yeah, not too cool.

Space Mambo Tribal Leader: Aforementioned subpar vanilla. 'nuff said.

Survial Kit: Except, you know, no-one uses Fish, EVER. The only plants around are the Gigaplant ensemble too, and those are only ever run as a form of OTKO right now, so this card wouldn't help you out much there either. I'll stick with Soul Taker, thank you very much.

Reverse Attack: Counter Trap doesn't really fit the effect at all (should be normal, since it's not reacting to any specific effect). Also...this is basically just existing anti-burn/damage cards on hormones and thus, unfortunately, overpowered.

Flaming Shield: In theory, an ineffable blocker since water types with 2000+ Atk (excluding the occasional Mobius) aren't really around. Immunity to battle destruction by wind is kind of moot since most of those would be hitting this with effect to begin with. Meh, tribute walls just aren't that hot. Also, equipping this to the sucky vanilla below would be just plain silly since it's a lot better on its own.

Napalm Rockets: and just why would we want to use something that only fits onto a specific, wimpy vanilla monster when there are countless equips that fit on anything and give higher boosts? x.O

Mad Alchemist: So the double damage is now solely on your end, huh? Well, that clears up the balance issue. Y'know, this actually creates quite an interesting situation with this card, since - one one hand - your opponent will be tempted to smack something with only recruiter-size Atk, but on the other if you do strike monster with the effect they'll be in for a world of hurt. The effect of it is kind of like trying to swing at Sasuke Samurai #4, except your liable to eat a fair bit of LP damage too. :3

Mad Surgeon: well, it's still a decent deck cycler with enough Atk to but heads with Zombie Master and Stratos. Fair enough, I say.

Mad Engineer: Should be 'face-down card' if we want to be really anal about it. Anyhow...well, it's technically free CA with each destruction, but on the other the engineer isn't that big so mostly it would probably be restricted to whacking gadgets and the like and hoping that they can't spring that face-down on you before the attack connects.

Mad Scientist: Some much needed LP gain to help these guys stay in the game, plus the gateway to their big synchro. Nice, provided that this thing actually gets to knife something up too, though I don't really see the necessity of that special summon restriction. Still, it's your call.

Mad Genius: Eeep! Scary big beater of the set. One direct swing from this is like taking the full beatdown from Cyber Twin Dragon, which isn't much fun for the guy at the receiving end, while the LP gain supports the general mad theme. One problem, though: with the scientist's current effect, this guy's replacement thing won't go off since the scientist can only be special summoned by Alchemy Gauge. =O

Stabilizing Pressure: Well, technically this is helping things a little, but I think I'd prefer to spring Dimension Wall and laugh madly as my opponent eats burn damage for their impudence.

Lab of the Insane Master: So let me see if I got this straight...these Atk boosts are permanent and cumulative? As in, Surgeon grows from 1800 to 2600 to 3400 etc.? That's pretty unnerving, especially since this has such nice synergy with Grave Specimen and the odd 'blow me up' type cards.

Insanity Buster: combine with the lab, this will make things go ugly...fast. In true Mad fashion, though, how about making it hurt both players?

Grave Specimen: As I already said, very nice synergy with the Lab's self-protection effect as your opponent will not only have to use up additional S/T removal but also figure out a way to deal with what will probably be a big beater on your field. This is a very nice way to swipe whatever big beatstick your opponent was hoping to revive too. (Hiiii Gyzarus! Guess who's not going anywhere with Darius just yet? =D) One question, though; did you intend to have this card just loafing around in your spell and trap card zone next to the monster it swipes? Because as a continuous spell, that's what it's doing right now. D=

Mad Lightning: that's some pretty hefty damage you're taking there, even if this creates a nice combo with the gauge to bring out scientist. How about extending it to destroying any card on the field to add some utility?

Heh, I must say I'm loving this set. It just inspired me to revisit an old one of my own too, actually. Ph33r. XD

Bio-Tech Sampler
Machine/Tuner/Effect
3 Star/Dark
1700 Atk / 700 Def

Once per turn, you may look at your opponent's Hand. Then, if there are any Monsters, select one of them and Special Summon it to your opponent's Field.
Bio-Tech Griphook
Machine/Tuner/Effect
2 Star/Dark
1200 / 1000 Def

When this card attacks a Monster controlled by your opponent, instead of applying Damage Calculation, you may equip that Monster to this card as if it were an Equip Spell Card (also treated as a Monster on your Field). This card can only be equipped with one Monster in this way at a time. When this card is destroyed, the Monster equipped to this card by this effect is Special Summoned to the original owner's Field in its original position.

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. This card can attack your opponent directly. For each card in your opponent's Hand or on their Field, increase the Atk and Def of this card by 200.

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. When this Attack Position card attacks or is attacked by a Monster your opponent controls, select one Monster on your opponent's Field other than the Monster this card would battle with, then the Monster you selected Battles instead of this card.

Genetic Splice
Normal Spell

Select one Monster no your Field then declare a Monster Type. The Type of the Monster you selected becomes the Type you declared.

Stasis Pod
Normal Spell

Select one Monster on your opponent's Field and place it in your Spell and Trap card zone. A Monster placed in your Spell and Trap Card zone by this effect is treated as a Continuous Spell Card (also treated as a Monster on your Field). If the selected card is destroyed while it is in your Spell and Trap Card Zone, it is Special Summoned to the original owner's Field in its original position.

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Meh im just making up cards that will increse the powers of some of the weaker monsters.

...and there's the sad part; these don't make the existing wimps any better. Why? Because these cards are just as subpar as the ones they are attempting to help, meaning that the only thing you're doing is clogging your deck with even more bad cards if you try to run them together. >.< Supporting neglected stuff is all well and good, but in that case the supports should actually be...you know, helpful?

And you obviously couldn't look up a few actual YGO cards and check the correct wordings from those because..? You seriously shouldn't need any language skills to mimic existing writing.

Quote:

Originally Posted by Team Chill Commander X

I do agress with you on the counter trap thing. But did you notice the ultra rare under its name? I've noticed that the rarer a card is the more powerful it is... so it ballances out... kinda...)

Rarity has zip to do with a card's usefulness and does nothing to create balance. When a card does everything that any available substitutes do plus more, then it's either broken or pushing the limits up, usually the former. <.<

Scion Swarm: Like this. +4 CA is batcrap crazy when you combine it with discard and draw effects like Hand Destruction or Card Destruction (to trade all that subpar stuff for cards we actually want to use), or - for that matter - Reload or Magical Mallet. Broken. Not even Ojama searches in this big quantity, and those are about as useless as monsters get stat-wise.

Scion Manitarch: Diminutive stat boosts have never been worthwhile and the stats are pretty horrendous for 8-star. Not really worth running at all. :\

Assualt Form: referring to my earlier remark about wimpy Atk boosts. It only applies to the ones that you already have around when it's activated too, so that's cutting the efficiency further.

Combat Form: Same thing, except it's even worse; no-one attacks face-up defense position unless they already have the Atk or effects necessary to punch through.

Scion Warrior: the world doesn't need more subpar vanilla; it really doesn't. This doesn't even have flavor text. ._.

Scion Archer: ehh...free monster wipe is pretty lethal, and at 500 Atk it's viable for Machine Duplication abuse, Limit Reverse and crush card. Good card for the right kind of deck.

Scion Lancer: Unlike this.

Scion Mauler: ...or this.

Scion Titan: Just needing that sucky 8-star already kills any hope for this.

Deflection Shielding: Again with the subpar stat boosts.

Uh-huh...Archer is the only one of these that's even worth consideration. Subpar vanilla is dull, and tiny Atk or Def modifications even moreso...not to mention being kind of useless as effects go. How about something a bit more creative?

Oh, and tying back to what I said about helping out the marginalized, I meant cards that actually let them do their thing better, like so:

Skull Maid
Zombie/Effect
2 Star/Dark
1000 Atk / 1000 Def

The name of this card in your Graveyard is treated as "Skull Servant". When this card is sent to your Graveyard, send one "Skull Servant" or "King of the Skull Servants" from your Deck to your Graveyard.

This card can not be Special Summoned except by a Fusion Summon using the above Monsters. Increase the Atk of each FIRE Attribute Monster you control by 1000 for every other FIRE Attribute Monster you control. Once per turn, you may tribute a FIRE Attribute Monster you control to inflict 1000 Damage to your opponent.

However, creating a card that is basically a weaker version of countless other cards and then making it equip only to a single, weak monster won't make anyone want to play either of those cards because they'd rather run a stronger monster and give it a stronger equip, if they want to play equip like all. I mean, would you play this?

Cheap Calligraphy Kit
Equip Spell

This card can only be equipped to "Goblin Calligrapher". Increase the Atk of the equipped Monster by 100 and reduce its Def by 100.

I hope you wouldn't, I really do.

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Mad Engineer- Ancient Gear Engineer should have been similar to this effect instead XD; Killing set card isn't too attractive as most likely it's chained or activated already, but great for nailing Solemn Judgment at certain hours I guess. Not my pick though...

Mad Scientist- pointless by itself, so let's see...

Mad Genius- every open attack is 5000+ damage, ewww... life point gain is quite neglectable anyway compare to massive attack power. You probably won't be on the receiving end of this card's backfire double damage anyway. This is a massive beatstick whose existance is to be a massive beatstick.

Stabilizing Pressure- weak card, just use draining shield. It's the exact same thing, but better and not even specific, and draining shield is not very good itself.

Lab of the Insane Master- some strange wording problem... maybe easier to say you don't take damage from the effects of Mad monsters during your standby phase? Right now technically say if you have 800 LP and you got mad surgeon and the field card out, you still lose since you'll pay the LP first then recover (and therefore, hitting 0 LP first). Cumulative attack power is scary thing as most likely you don't have spell destruction answers ready...

Insanity Buster- anything along the lines of Black Hole is pretty catastrophic... Insanity Buster probably wipes the entire field along with doing at least 2400 damage usually (2 4 star monsters), and most likely more burn damage than that... to make it worse, just premature burial or monster reborn right after this, and that's game. Broken card >>

Grave Specimen- why is this card itself a continuous spell though. It targets a card, makes it into a continuous spell card and stuff... but this card itself doesn't do anything. It's not like the token or the monster-made-continuous-spell card will be destroyed or anything when this card is gone (or if the token is gone, then this card is gone). You know, this is like how come monster reborn is a continuous spell card type of weird thing.

Bio Tech Sampler- I guess so... forcing people to play a weak monster in atk mode (especially flip effect) is great. However you really need to make a good read on what deck the opponent is playing. Tuners don't tend to be this buffed up too o_O;

Bio Tech Griphook- I think I'll rather play Exiled Force in general, but I guess decent tech if we are deathly afraid of Prime Material Dragon. I guess that 2 star tuner with decent stats and 1 round survivability is its selling point.

Bio Tech Leech- I'm not sure if there's anything you can do for this except for OHKO type of material, honestly. Relatively high investment just to get a 1200+ direct attacker, and friendly with limiter removal.

Bio Tech Mindwarper- as much as it's unique, I just don't find it too practical. If the opponent has the strongest monster on the field out, the most you can do is to force the opponent's weaker monster to ram into that instead, but you still haven't got rid of the largest threat yet anyway. I don't find the investment to be worth it.

Genetic Splice- 1 target DNA surgery, meh.

Stasis Pod- it becomes a removal card for monsters, although it may seem temperate... but it gets the job done if it's the last barrier to bypass. Even if it's not going to win in this turn, we just don't run that much spell removal to have too much to spare for rescuing a monster (unless of course, Heavy Storm.)

Cheap Calligraphy Kid- we have grown ups playing children's card games on motorbikes. I can't possibly be fazed by anything anymore, including this.

Kasa
Winged Beast / Effect
6 Star / Fire
2500 Atk / 1600 Def

If all zones for this card's column on your opponent's side of the field are occupied, this card can attack your opponent directly. If none of them are occupied, then you may inflict 1000 damage to your opponent. This card cannot attack on the turn that it activates this effect.

Omen Crow
Winged Beast / Effect
3 Star / Dark
400 Atk / 1000 Def

If all zones of this card's row are occupied, destroy all cards in the row. When this card is destroyed in defense position, special summon this card on your opponent's side of the field.

Destroy all cards in the same row or column as this card. For every card destroyed by this effect, your opponent sends a card from his or her hand to the graveyard. Select up to 3 of your opponent's unoccupied monster or spell/trap zone. As long as this card remains face-up on your side of the field, those zones cannot be used.

@Frosty: Well, Stabilizing Pressure does look weird at first glance, I'll grant you, but there's a reason why it exists- unlike Draining Shield or Dimension Wall, which negate the damage dealt to you, Stabilizing Pressure allows you to take the damage, thereby powering up Alchemy Gauge (which is really the key card of this set). That's also the reason that I'm not negating the damage caused by the effects of Mad monsters with the field spell. The goal with this set is to take enough damage to blast the opponent away with a massive rush of Mad monsters or simply stomp on them with Genius. So I went out of my way to design cards that would have synergy with Alchemy Gauge- not that it wouldn't be just as easy to run other cards, mind you, but I thought adding that option would help expand the usefulness of the set. That's also why Mad Lightning has a very specific LP cost of fifteen hundred- Dust Tornado is better for S/T removal, sure, but can it net you an instant Mad Scientist, possibly setting up for a turn two Genius summon? I don't think so. Point taken on Insanity Buster, though, revising is imminent.

Insanity BusterNormal Spell
Tribute one "Mad" monster you control. Destroy all monsters with a level equal to or lower than the tributed "Mad" monster's, and deal damage to both players equal to the combined level stars of the monsters destroyed x300. You cannot special summon a monster on the turn you activate this card.

And probably the final cards of the set..

Mad ResearcherMonster/Dark/Spellcaster/Effect/2*
Atk 1200/ Def 300
All battle damage you take from a battle involving this monster is doubled. The controller of this card takes 200 points of damage during each of their standby phases. When this monster is destroyed, you may activate one "Alchemy Gauge" from your deck. By discarding this card from your hand, add one "Lab of the Insane Master" from your deck to your hand.

Mad LaughterNormal Trap
Negate the attack of one of your opponent's monsters. Then, randomly discard two cards from your opponent's hand. You can only activate this card if you control a face-up attack position "Mad" monster.

Okay, maybe a little overkill on that last one, but still....

Kasa: Senet monster? 2500 for a six-star monster is good, and the direct attack effect is nothing to sneeze at. The question is "what exactly is this face-down that I'm attacking past?" Burn damage is just icing on the bird-shaped cake.

Omen Crow: So punishment for any player attempting a rush? Nice. Comboes with Crush Card Virus too, so it can be tributed away if it can't do its thing. Of course, there's the fact that Gladiator Beasts and DAD decks tend to not win their duels by rushing, so this is mostly tech against zombie players, or anyone else who likes a massive swarm.

Simorgh: Ouch. Just ouch. And I thought that Dark Simorgh was the best freakin' control agent ever. So let me get this straight- For two tributes, I can get a monster big enough to attack over anything short of D. End Dragoon or Judgment Dragon, hand destruction, and the sealing of my opponent's spell or monster zones, whichever I think I could use more? Seriously, major hurt, tempered only by the fact that you need to come up with both tributes.

Scion Commander
Dark/6star
Warrior/Fusion/Effect
Scion Warrior lvl 1 + Scion Warrior lvl 4
When this monster is on the field your opponent will not be able to normal, special, or tribute summon any machine monsters. Any machine monster that are in your opponents field or graveyard are removed from play. For every machine monster removed from play incresed this monsters atk and def by 300.
Atk/2300 Def/2600

Chain of Weaking
Continues Spell
All monsters on your opponents side of the field will have their atk and def weakened by 500. Your opponent can pay 1000 life points to destroy this card.

Chain of Energy
Continues Spell
All monsters on your side of the field will have their atk and def incresed by 500.

Chain of Rewarding Death
Spell
Increse your life points by 200 for every monster in your graveyard.

Ar-317 Cyborg
Dark/4star
Machine/effect
Once per turn you can send one monster on your side of the field to the graveyard to increse your lifepoints by 1000
Atk/1500 Def/1400

Ar-634 Cyborg Commando
Dark/7star
Machine/Fusion/Effect
Ar-317 Cyborg + Ar-317 Cyborg
When this monster destroys a monster on your opponents side of the field increse the atk and def of this card by 500. For the cost of 500 life points this monster can negate the effects of a trap card.
Atk/2500 Def/2500

Edit - added 2 new monsters and changed the atk/def of a monster to keep it in line with its level.

Of course it did! Skull Servant is the seriousest archetype in existence. :3

Suffice to say that the idea of a 11000-Atk, self-reviving beatstick being summoned without any tributes or special conditions amuses me.

Quote:

Originally Posted by Frostweaver

we have grown ups playing children's card games on motorbikes. I can't possibly be fazed by anything anymore, including this.

Scary thing is; it's kind of entertaining. XD *Shot*

Kasa: Well, being able to smack for 2500 points of direct is nothing to sneeze at, but then what are the odds that whatever your opponent has in their back row won't blow this away when you try to press through? Also, what happens if the backrow card in Kasa's column is flipped when you try to attack? Will the direct attack go through or will it force a replay or what?

Omen Crow: Yeah, definite punishment for over-extension here. One problem, though: if your opponent doesn't have enough monsters to trigger the crow's effect this thing becomes a hypercharged Fox Fire since your opponent can just keep plunking it down in defense over and over again when it's destroyed by battle. D=

Simorgh, Bird of Preponderance: Actually, I still like Dark Simorgh more.

Well, it's big, it stabs both the field and the hand, and it even clogs up card zones, but the wording bugs me a bit: the way it currently stands, this thing can keep on wiping either column or row at its leisure (since it's worded like a permanent effect with no limit to the amount or timing of uses), and the zone occupying effect seems to have a similar ambiguity to it. Maybe make that a bit clearer?

Quote:

Originally Posted by Thesis

Ahem.Well, Stabilizing Pressure does look weird at first glance, I'll grant you, but there's a reason why it exists- unlike Draining Shield or Dimension Wall, which negate the damage dealt to you, Stabilizing Pressure allows you to take the damage, thereby powering up Alchemy Gauge (which is really the key card of this set). That's also the reason that I'm not negating the damage caused by the effects of Mad monsters with the field spell. The goal with this set is to take enough damage to blast the opponent away with a massive rush of Mad monsters or simply stomp on them with Genius. So I went out of my way to design cards that would have synergy with Alchemy Gauge- not that it wouldn't be just as easy to run other cards, mind you, but I thought adding that option would help expand the usefulness of the set. That's also why Mad Lightning has a very specific LP cost of fifteen hundred- Dust Tornado is better for S/T removal, sure, but can it net you an instant Mad Scientist, possibly setting up for a turn two Genius summon? I don't think so.

We still have Enchanted Javelin, though. Unless our attacker is in the 3000 Atk range (which basically means Heraklinos or Dragoon, which means you're most likely screwed already) it will give higher or at least equal gain while still letting the damage through. Javelin also heals before you take the damage rather than after it, so it's a safer option too. A one-shot, zero-sum effect just really isn't that great no matter how you look at it. :\

There's also some rather hefty risk involved with wrapping your whole deck around taking a huge amount of damage in the hopes of mounting a comeback, especially since that damage only goes to your advantage if you have a specific continuous spell out. I mean, what's to stop your opponent from smacking you down then just wiping out Alchemy Gauge before it gets to explode in their face? It's a devil in plain sight if ever there was one. Continuous Spell isn't the easiest to search either.

Insanity Buster (revamp): A bit less explosive than before, with more self-hurt. Sadly, the obvious Alchemy Gauge follow-up to that hurt is now out of the picture for the turn, so you'll have to deal. Still, it fits the theme, at least.

Mad Researcher: And this would be the search card of the deck, allowing for quick access to both gauge and lab. Given the lowish Atk, you might want to Creature Swap it to your opponent then smack it with something to get your gauge, or maybe play it as an opening set to get things rolling.

...

Come to think of it, swapping any one of these mad monsters to your opponent and then smacking it with the Genius is one of the meanest moves ever. Quadruple damage, anyone? Now slap Megamorph on the genius and watch those numbers go absolutely crazy. (Octuple damage FTW!) XD

Mad Laughter: You really would have loved the days of allowed Delinquent Duo, huh? xD Well, this is certainly a big disincentive for your opponent to attack, if rather counter-productive to the self-damage theme.

Magician Of Death: We already have Mask of Darkness to do this. He is currently highly upset about this development and threatening to sue you for copyright infringement. =O

Scion Warrior lvl 1: Meh, we already got Man-Eater Bug, Old Vindictive and Night Assailant to destroy any monster and Ryko to destroy any card. This guy came a bit late to the party, I'm afraid. Also, the level thing is sort of misleading since it's usually only applied to monsters that actually have a level up effect (I.e. replacing themselves with a stronger "grown" version when certain conditions are met), something that this one doesn't.

Scion Warrior lvl 4: Overpowered. We already have Jinzo popping up from the Graveyard with a frequency to rival Treeborn Frog thanks Returner; we seriously don't need him jumping out of the deck for having smacked a sturdy flip monster too. And let's not even get me started about all his mechanized buddies. Machines are a very dangerous type, so they shouldn't just be summoned this...indiscriminately.

Scion Commander: Well, blocking out Card Trooper, Cyber Dragon, Jinzo and pals is all well and good, as is wiping them from the graveyard or field, but lack of cost-efficient fusion methods sort of kills this. Besides, machine beatdown isn't really the in thing right now, so...

Chain of Weaking: Meh, I dunno'. If you try to attack a weakened monster after playing this, odds are that your opponent will just pay that 1000, have you lose your monster to the battle, and thus effectively reduce this to a glorified Meteor of Destruction.

Chain of Energy: Beats Banner of Courage, but unless you're running some kind of swarm strategy with a very specific need for those extra attack points it's not really worth the deckspace.

Chain of Rewarding Death: Weak. Life Points are incredibly cheap in YGO, so stuff that does nothing but increase them usually isn't worth it. Besides, the gain is so tiny that it barely covers a single hit from a monster, even in the most favorable circumstances.

Ar-317 Cyborg: Kind of reminds me of Hysteric Fairy. Too bad that one wasn't really that hot either. Short of disposing of a temporarily swiped monster, the LP gain won't really compensate the loss of field presence, and there are surely cooler things you can tribute stuff for too. It's fun as kind of an inverse Cannon Soldier, but not too useful.

Ar-634 Cyborg Commando: Largeish body, but what we'd really be running this for is the trap negation. I guess this could have novelty value as an alternative Overload Fusion target, but needing the smaller, less-than-stellar Ar-317 Cyborg in doubles is kind of a turn-off. Still, decent trap negation if you can somehow manage to keep those cyborgs from messing up your draws.

And, like, Frosty; the Bio-Techs really aren't that expensive to summon. All you need to get, for instance, the Leech is summon Griphook, have it swipe something like Zombie Master or Pyramid Turtle, and then Synchro Summon away. (The "also treated as a Monster on your Field" clause in the effect lets you get away with that) In the end, you will have established a net gain of one direct attacker, and if you can keep it alive until it returns to your deck you even get your tuner back for free. :3

True about the Mindwarper, but I just liked the effect. Besides, all themes need their less-than-stellar cards too, no? XD Oh, and it can do some fun things together with Sampler too. :3

Once per turn, you may select one non-tuner Monster on the Field then pay any multiple of 400 Life Points. For every 400 Life Points you paid, increase or decrease the Level of the selected Monster by 1.

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. This card gains 300 Atk for each Beast Type Monster you control. When this card destroys a Monster by Battle, Special Summon that Monster to your Field. A Monster Special Summoned by this effect is treated as being Beast Type and may not use any of its card effects.

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. Once per turn, when this card destroys a Monster by Battle, select and active one of the following:

- Increase the Atk of this card by 1000.
- This card can attack once again in a row.

Overgrowth Mutagen
Equip Spell

This card can only be equipped to a "Bio-Tech" Synchro Monster. The original Atk of the equipped Monster is doubled and it inflicts piercing Damage. A Monster equipped with this card is forced into Attack Position and must attack each turn. When this card is destroyed, the equipped Monster is destroyed and you lose Life Points equal to its original Atk.

Stabilizer Mutagen
Equip Spell

This card can only be equipped to a "Bio-Tech" Synchro Monster. A Monster equipped with this card is not returned to the Extra Deck by its own effect. Once per turn, when the equipped Monster would be destroyed, it is not destroyed. (Damage Calculation, if any, is applied normally) When this card is destroyed, return the equipped Monster to your Extra Deck.

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Hmm...I think it would be about time to revisit an old decktype of mine...

Striker Thief
4 Stars/DARK/Fiend
ATK: 1600 DEF: 1000
When the number of cards on your opponent's side of the field is at least 3 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card inflicts Battle Damage, you may select and activate one of the following effects:
-Destroy one card on your opponent's side of the field.
-Discard one card from your opponent's hand.
-Remove 1 card in your Graveyard with "Striker" in its name from play to remove this card from play until your opponent's next End Phase.

Striker's Reunion
Quick-Play Spell
If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may Special Summon 1 "Striker" monster from your Graveyard whose effect lists a number equal to or less than the difference +1.

Striker Strike
Normal Spell
You may tribute one "Striker" monster to send a number of cards on the Field to the Graveyard equal to half that monster's Level (rounded down). You may not declare an attack during the turn you activate this card.

Striker's Draw
Normal Spell
You can only activate this card if you have 3 or more cards on your side of the field. If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may draw a number of cards equal to the difference.

Ahh...it was so much fun going through all those pages of this thread to find those original ones. ^.^

Striker Thief: Hmm...quite a bit in one package, with mini+zaloog/field wipe of bigger tartgets/specialized Strike Ninja all in one, neat 1600-Atk package. Dunno'...this looks a bit too much like it's just upstaging Zaloog by doing his primary job with a lot of extras to back it up. Less searchable, but stronger.

Striker's Reunion: Pfft...not really worth it in most cases. The strikers are all dark attribute fiends, so we got plenty of recursion in the usual tricks along with Doom Shaman and Escape From the Dark Dimension already. (Ridiculously easy to play with Thief removing the striker of your choice from the graveyard for recursion) Heck, these little buggers - being mono-attribute - are fully capable of running DaD for support too. I can see that and Ultimate Striker jumping up onto the Field...a lot, with possible Miscount backup to make the latter do absolutely crazy things. >.< Heck, with the right kind of engine we can just spam Nightmare Striker a couple of times and burn our opponent to zero. (Ohm + Doom Shaman FTW?)

How to say...I think that the existing cards in this theme need to be balanced to account for the huge boost to Dark and Fiend support that came after their creation.

Funny thing you should revisit these at the same time when I came up with something hauntingly resemblant of an anti-theme to them. XD

Frost Gigas
Aqua/Effect
4 Star/Water
1150 Atk / 1550 Def

When this card is Summoned successfully, you may select one unoccupied Monster Card Zone on your Field and treat it as occupied for as long this card remains on the Field. If you do, the original Atk of this card is doubled.

By selecting an unoccupied Spell or Trap Card Zone on your Field, negate the destruction of a WATER Attribute Monster you control once. (Damage Calculation, if any, is applied normally) The Spell or Trap Card Zone you selected is treated as occupied until your second Standby Phase after this effect was activated.
Ice Valkyrie
Aqua/Effect
6 Star/Water
2300 Atk / 2600 Def

When this card is Special Summoned, select one unoccupied Monster Card Zone on your Field and the selected Monster Card Zone is treated as occupied for as long as this card remains on the Field. Once per turn, by selecting one unoccupied Monster Card Zone on your Field, Special Summon one WATER Attribute Monster from your Graveyard to a Monster Card Zone on your Field other than the one you selected. The selected Monster Card Zone is then treated as occupied for as long as this card remains on the Field.
Tundra Seer
Spellcaster/Effect
3 Star/Water
1100 Atk / 1600 Def

Whenever the effect of a Normal, Quick-Play, or Ritual Spell Card is resolved, the Spell or Trap Card Zone that the card was in becomes occupied until your second End Phase after the card's activation.

Tundra Wolf
Beast/Effect
3 Star/Water
1000 Atk / 600 Def

This card gains 400 Atk for each "Tundra Wolf" you control. Once per turn, you may Special Summon up to two "Tundra Wolf"s from your Deck. A Monster Special Summoned by this effect can not be offered as Tribute for a Tribute Summon or attack your opponent directly. At the End of the turn when this effect was activated, return all Monsters Special Summoned by this effect to your Deck and shuffle it. The Monster Card Zone(s) occupied by Monster(s) Special Summoned by this effect remain occupied until your third End Phase after this effect was activated.

Frost Seal
Continuous Spell

For each of your Spell and Trap Card Zones that is occupied when this card is activated, select an unoccupied Monster, Spell or Trap Card Zone on your opponent's Field. The selected zone(s) are treated as occupied for as long as this card remains on the Field.

Glory Snow
Normal Spell

Select two of your unoccupied Monster or Spell and Trap Card Zones to activate this card. For the remainder of the Duel, the selected zones are treated as occupied. Draw two cards.

Frozen GraveContinuous Trap

This card can only be activated when your opponent Tribute Summons a Monster. Negate all effects of the Tribute Summoned Monster and destroy it then select a number of unoccupied Monster or Spell and Trap Card Zones on your opponent's Field up to the number of Monsters tributed for the Monster destroyed by this effect. For as long as this card remains on the Field, the Zones you selected are treated as occupied and your opponent may not Special Summon any Monsters from his/her Graveyard.

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